Rogue
Base Class: Rogue

Critter infiltrators are rogues with a touch of druidic magic that allows them to not only befriend small animals, but take on their shape.

Critter Friend

When you choose this archetype at 3rd level, you gain proficiency in Animal Handling, and you have advantage on any such checks made with Tiny or Small beasts.

You know the spells Animal Friendship, Beast Bond, Speak with Animals, Animal Messenger, and Beast Sense, and can cast the last three as ritual spells.  Wisdom is your spellcasting ability for these spells.  However, when you cast them, they only affect Tiny or Small beasts. 

You can cast any combination of these spells a number of times equal to 1 + your Wisdom modifier, not counting any spells cast as rituals.  You regain any expended uses when you finish a long rest.

Critter Shape

Starting at 3rd level, you can use your action to magically assume the shape of a Tiny or Small beast with a challenge rating of 0 that you have seen before.  You can use this feature twice.  You regain expended uses when you finish a short or long rest.

Your rogue level determines the beasts you can transform into, as shown in the Critter Shapes table.  At 3rd level, for example, you can transform into any beast that has a challenge rating of 0 that doesn't have a flying or swimming speed.

 

Critter Shapes

Level

Limitations

Example

3rd

No flying or swimming speed

Squirrel

6th

No flying speed

Goldfish

9th

 

Parrot

 

You can stay in a beast shape for a number of hours equal to half your rogue level (rounded down).  You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn.  You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores.  You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature.  If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.  If the creature has any legendary or lair actions, you can't use them.

• When you transform, you assume the beast's hit points and Hit Dice.  When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.  For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage.  As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.  Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.  However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.  Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size.  Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it.  Equipment that merges with the form has no effect until you leave the form.

Supreme Infiltrator

Beginning at 9th level, your critter form is unusually hardy and nimble.  While in your critter form, you gain additional hit points equal to your rogue level, and you have advantage on Dexterity saving throws and Dexterity ability checks.

Summon Giant Critters

At 13th level, you learn how to conjure critters of unusual size and potency.  You can cast Conjure Animals at 5th level.  The conjured beasts are enlarged versions of creatures that are normally Tiny or Small.  For example, instead of summoning a wolf, you conjure a giant corgi.  The statistics of existing beasts should be used, with modifications as deemed appropriate by the DM.  For example, giant pigeons might use the statistics of a giant eagle but have a lower Intelligence score, while a giant squirrel might have the statistics of a brown bear, but also have a climb speed.

Any beast summoned by this feature gains two benefits:

• The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.

• The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Once you use this feature, you can't use it again until you finish a long rest.

Mass Critter Shape

At 17th level, your friends can become critters alongside you.  As an action, you can expend two uses of your Critter Shape feature.  If you do so, you and any number of willing creatures within 30 feet of you gain the benefits of Critter Shape.  Each affected creature can turn into a different animal.  All affected creatures also gain the benefits of Supreme Infiltrator.

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